Never ceases to amaze me that there's still tons of new features that get me excited to play factorio again and again.

On a sidenote, highres accumulators worry me the most... since their animations are already the most prone to stuttering as base size increases..

edit: Oh, an idea. Since a number of people hunt for island start seeds, but don't necessarily want their island to be the only land - how about making an island start an option? Since it seems like you might already have a framework going.

I was planning on making a giant proposal for how I would have implemented the blueprint library, but it seems that almost everything I wanted has been implemented. The only thing I would want now is the ability to hide the Inventory panel, since I never ever plan on using my inventory to hold blueprints.

EDIT: One more thing that would make the library perfect: the ability to open it as a sidebar, with a more compact list view. This would allow one to quickly use blueprints from their library and dismiss them, all without having to fiddle with opening and closing the window.

The amount of effort going into QoL and the map generator is insane, thank you so much. I really disliked the 0.16 map generation (waaaayy too much water!) so hearing that it's back to the original elevation generation is amazing.

Looking forward to 0.17!

As a side note, I don't know why, but some of the more recent hi-res graphics look a bit too "smooth". There's not enough dents and rust on them to fit in with everything else. But hey, I'm not the artist, so what do I know?

EDIT 2: Wait, in the description of the moisture and bias sliders, you say "red-deserty". Does this mean... RED DESERT!?

EDIT 3: Ah nice, the new sound system is still a thing. I was getting kinda worried since you didn't mention it at all after the one artillery wagon demo...

Last edited by Raiguard on Fri Feb 15, 2019 4:56 pm, edited 3 times in total.

A starting island that can be bridged to a mainland (via landfill) sounds good. A starting island with nothing but water around it sounds like a recipe for a factory that dies because it can't get more resources.

A starting island that can be bridged to a mainland (via landfill) sounds good. A starting island with nothing but water around it sounds like a recipe for a factory that dies because it can't get more resources.

I'd like some clarification on which one we're getting.

A starting island with nothing but water around it,
It will be a somewhat 'challenge map', to launch a rocket with only the limited resources the Island provides

Remember when you had to hunt down all the different words used in the game, and consolidate into a bit more consistency?

In your previewed Map Generator, on the Terrain tab, you're using a multitude of different words that basically mean the same thing.

For water and trees, you have "Scale" and "Coverage".
For cliffs, you have "Frequency" and "Continuity".
For "moisture" and "terrain type" (which means grass and red desert?) you have "Scale" and "Bias".

To be honest, as I put this together, most of it sounds like gibberish, no offense; descriptors like "Coverage" and "Bias" don't mean anything to me. I'd be more comfortable with "Frequency" and "Size" that you had before, and it could be applied to everything on this list (even cliffs), which would look much neater.

I get that you're trying to give the player more options here, but it has to be approachable, it has to make sense.

- Map generation looks incredible, way better then what I was hoping for of "make sure starting maps are viable". The island looks great too, I'm guessing once you use up the resources on the island you can't progress since its literally all water out there?

- And a kind of dumb suggestion, it would look cool if accumulators would arc electricity to other nearby accumulators.